LeviLamina
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ValidateClientPlayerActionSystem.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/deps/ecs/Optional.h"
7#include "mc/deps/ecs/strict/EntityModifier.h"
8
9// auto generated forward declare list
10// clang-format off
11class EntitySystems;
20// clang-format on
21
22namespace ValidateClientPlayerActionSystem {
23// functions
24// NOLINTBEGIN
25MCAPI void comparePlayerActionComponent(
26 ::StrictEntityContext const& entity,
27 ::PlayerActionComponent const& serverPlayerAction,
28 ::ServerPlayerCurrentMovementComponent const& serverPlayerCurrentMovement,
29 ::ActorDataDirtyFlagsComponent& actorDataDirtyFlags,
30 ::AttributesComponent& attributes,
31 ::Optional<::ActorUniqueIDComponent const> const& actorUniqueId,
32 ::Optional<::AbilitiesComponent const> const& abilities,
33 ::EntityModifier<::SendPacketsComponent> modifier
34);
35
36MCAPI void registerServerSystems(::EntitySystems& systemRegistry);
37// NOLINTEND
38
39} // namespace ValidateClientPlayerActionSystem
Definition EntitySystems.h:25
Definition StrictEntityContext.h:8
Definition AbilitiesComponent.h:8
Definition ActorDataDirtyFlagsComponent.h:5
Definition ActorUniqueIDComponent.h:8
Definition AttributesComponent.h:8
Definition PlayerActionComponent.h:16
Definition SendPacketsComponent.h:9
Definition ServerPlayerCurrentMovementComponent.h:10